[gameprogrammer] Re: designing map format

my hint to you: don't try everything at once. i get the impression you
are "cramming" in several new things in one project. if you are
serious about progression, try to take a small step at at time. so
choose one of these things to investigate as a first step:

1) height maps
2) terrain collision detection (eg. via bilinear interpolation of
height map values)
3) quad trees / view frustum culling (for excluding trees outside players view)
4) level of detail (for rendering low-detail trees in the distant, and
high-detail trees nearby)
5) texture mapping with coordinate generators (texgen in opengl)

choose one of 1-5 and do a (simple) project on the subject. then
advance to the next one, with more confidence

/Olof

On 11/17/05, Roger D Vargas <luo_hei@xxxxxxxx> wrote:
> Im trying to design a map format for my game based, if possible in xml.
> What I want to achieve is something very similar to a tile based map,
> but to be rendered in 3d. I would like to have some hills, terrain
> effects and objects like trees or houses, but with the possibility to
> determine if a location is passable by just reading map information
> without calculating collisions (that is far from my reach now).
> My current ideas are to have the map represented in sparse form in xml:
> I define a main texture that will be applied to non-descripted tiles,
> then I make a list of location (tiles) that differ from that texture
> (like roads), also I would store height for tiles that are not flat.
> Rendering non-flat tiles is a bit tricky as Im not familiar with terrain
> renderers, but I think that I can do it by checking when I render a tile
> quad if some neighboor tile is raised and then locating the adequate
> vertices 1/2 the height of neighboor non-flat tile. Of course, this wont
> produce a nice looking effect, but it is what I can achieve by myself.
> Any suggestions or ideas about this?
>
> --
> Roger D. Vargas
> http://dsgp.blogspot.com | Linux, programación, juegos
>
>
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